/* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see <http://www.gnu.org/licenses/>. */ package com.l2jserver.gameserver.model.actor.instance; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.ai.CtrlIntention; import com.l2jserver.gameserver.ai.L2AttackableAI; import com.l2jserver.gameserver.model.L2CharPosition; import com.l2jserver.gameserver.model.L2World; import com.l2jserver.gameserver.model.L2WorldRegion; import com.l2jserver.gameserver.model.actor.L2Attackable; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.knownlist.GuardKnownList; import com.l2jserver.gameserver.model.quest.Quest; import com.l2jserver.gameserver.network.serverpackets.ActionFailed; import com.l2jserver.gameserver.network.serverpackets.MyTargetSelected; import com.l2jserver.gameserver.network.serverpackets.SocialAction; import com.l2jserver.gameserver.network.serverpackets.ValidateLocation; import com.l2jserver.gameserver.templates.chars.L2NpcTemplate; import com.l2jserver.util.Rnd; /** * This class manages all Guards in the world. * It inherits all methods from L2Attackable and adds some more such as tracking PK and aggressive L2MonsterInstance.<BR><BR> * * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $ */ public final class L2GuardInstance extends L2Attackable { private static Logger _log = Logger.getLogger(L2GuardInstance.class.getName()); private static final int RETURN_INTERVAL = 60000; public class ReturnTask implements Runnable { public void run() { if(getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) returnHome(); } } /** * Constructor of L2GuardInstance (use L2Character and L2NpcInstance constructor).<BR><BR> * * <B><U> Actions</U> :</B><BR><BR> * <li>Call the L2Character constructor to set the _template of the L2GuardInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) </li> * <li>Set the name of the L2GuardInstance</li> * <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it </li><BR><BR> * * @param objectId Identifier of the object to initialized * @param L2NpcTemplate Template to apply to the NPC */ public L2GuardInstance(int objectId, L2NpcTemplate template) { super(objectId, template); setInstanceType(InstanceType.L2GuardInstance); ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new ReturnTask(),RETURN_INTERVAL,RETURN_INTERVAL+Rnd.nextInt(60000)); } @Override public final GuardKnownList getKnownList() { return (GuardKnownList)super.getKnownList(); } @Override public void initKnownList() { setKnownList(new GuardKnownList(this)); } /** * Return True if hte attacker is a L2MonsterInstance.<BR><BR> */ @Override public boolean isAutoAttackable(L2Character attacker) { return attacker instanceof L2MonsterInstance; } /** * Notify the L2GuardInstance to return to its home location (AI_INTENTION_MOVE_TO) and clear its _aggroList.<BR><BR> */ @Override public void returnHome() { if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 150, false)) { clearAggroList(); getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0)); } } /** * Set the home location of its L2GuardInstance.<BR><BR> */ @Override public void onSpawn() { setIsNoRndWalk(true); super.onSpawn(); // check the region where this mob is, do not activate the AI if region is inactive. L2WorldRegion region = L2World.getInstance().getRegion(getX(),getY()); if ((region !=null) && (!region.isActive())) ((L2AttackableAI) getAI()).stopAITask(); } /** * Return the pathfile of the selected HTML file in function of the L2GuardInstance Identifier and of the page number.<BR><BR> * * <B><U> Format of the pathfile </U> :</B><BR><BR> * <li> if page number = 0 : <B>data/html/guard/12006.htm</B> (npcId-page number)</li> * <li> if page number > 0 : <B>data/html/guard/12006-1.htm</B> (npcId-page number)</li><BR><BR> * * @param npcId The Identifier of the L2NpcInstance whose text must be display * @param val The number of the page to display * */ @Override public String getHtmlPath(int npcId, int val) { String pom = ""; if (val == 0) { pom = "" + npcId; } else { pom = npcId + "-" + val; } return "data/html/guard/" + pom + ".htm"; } /** * Manage actions when a player click on the L2GuardInstance.<BR><BR> * * <B><U> Actions on first click on the L2GuardInstance (Select it)</U> :</B><BR><BR> * <li>Set the L2GuardInstance as target of the L2PcInstance player (if necessary)</li> * <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li> * <li>Set the L2PcInstance Intention to AI_INTENTION_IDLE </li> * <li>Send a Server->Client packet ValidateLocation to correct the L2GuardInstance position and heading on the client </li><BR><BR> * * <B><U> Actions on second click on the L2GuardInstance (Attack it/Interact with it)</U> :</B><BR><BR> * <li>If L2PcInstance is in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_ATTACK</li> * <li>If L2PcInstance is NOT in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR><BR> * * <B><U> Example of use </U> :</B><BR><BR> * <li> Client packet : Action, AttackRequest</li><BR><BR> * * @param player The L2PcInstance that start an action on the L2GuardInstance * */ @Override public void onAction(L2PcInstance player, boolean interact) { if (!canTarget(player)) return; // Check if the L2PcInstance already target the L2GuardInstance if (getObjectId() != player.getTargetId()) { if (Config.DEBUG) _log.fine(player.getObjectId()+": Targetted guard "+getObjectId()); // Set the target of the L2PcInstance player player.setTarget(this); // Send a Server->Client packet MyTargetSelected to the L2PcInstance player // The color to display in the select window is White MyTargetSelected my = new MyTargetSelected(getObjectId(), 0); player.sendPacket(my); // Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client player.sendPacket(new ValidateLocation(this)); } else if (interact) { // Check if the L2PcInstance is in the _aggroList of the L2GuardInstance if (containsTarget(player)) { if (Config.DEBUG) _log.fine(player.getObjectId()+": Attacked guard "+getObjectId()); // Set the L2PcInstance Intention to AI_INTENTION_ATTACK player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this); } else { // Calculate the distance between the L2PcInstance and the L2NpcInstance if (!canInteract(player)) { // Set the L2PcInstance Intention to AI_INTENTION_INTERACT player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this); } else { // Send a Server->Client packet SocialAction to the all L2PcInstance on the _knownPlayer of the L2NpcInstance // to display a social action of the L2GuardInstance on their client SocialAction sa = new SocialAction(this, Rnd.nextInt(8)); broadcastPacket(sa); // Open a chat window on client with the text of the L2GuardInstance Quest[] qlsa = getTemplate().getEventQuests(Quest.QuestEventType.QUEST_START); if ( (qlsa != null) && qlsa.length > 0) player.setLastQuestNpcObject(getObjectId()); Quest[] qlst = getTemplate().getEventQuests(Quest.QuestEventType.ON_FIRST_TALK); if ( (qlst != null) && qlst.length == 1) qlst[0].notifyFirstTalk(this, player); else showChatWindow(player, 0); } } } // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet player.sendPacket(ActionFailed.STATIC_PACKET); } }